ScaleDragger Not Responding

When I’m scaling a specific part in my game up or down, studio freezes and I get an error that ScaleDragger is not responding. This appears to only affect one part.


Update: I also cannot move the part up or down, this (and scaling) only affects the part in the video if it’s in same area. Otherwise, I can move and scale the part up and down in any other area normally.

Salutations!

Thanks for bringing this to our attention.
A ticket was filed, but we need more information about it.

Is this issue still happening at your end?
If so, please provide a log so we can be able to investigate it right away!

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Thanks for understanding!
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Hi, yes the issue is still occurring. I have reproduced the issue again, and I have the log file. Should I send it to you privately or in Logs / crash dumps / other bug files - Developer Forum | Roblox?

Hi there!
Thanks for following up!

Yes, send it to the Logs / crash dumps / other bug files - Developer Forum | Roblox.

Once you do so please let me know.
Have a nice day!

I sent the file, thank you! Please let me know if you need any other information.

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Could you DM me the place file or at least share enough of the place file to reproduce the issue?

Also could you check if the issue reproduces with all your plugins disabled? This smells like a bad interaction with a community plugin to me.

The issue is still occuring, even with all my plugins disabled. I’ll DM you the place file now.

The reason it’s failing is that that part of the map has some… issues. There’s got to be like, hundreds of complex MeshParts in that volume, many of them stacked in identical locations to other ones. Like, try selecting and deleting one of those trees, you’ll see that there’s many identical trees stacked underneath it. The same is true for much of the other geometry around there.

The case of complex meshes stacked exactly on top of one and other like that is the worst possible case for the Snap to Parts code in the draggers: Normally it shapecasts along the resize/move direction to find part snaps incrementally. By doing it incrementally, it can normally give up and avoid causing issues if it’s running into a lot of expensive stuff to cast against. However, if there’s a whole bunch of complex geometry stacked up in exactly the same place, it runs into all of that geometry in a single extremely expensive shapecast call, leading to the hang.

I’ll see if there’s anything I can do to further improve the code where it gives up, but if you resolve the duplication problems the issue will go away.

I see, thanks. I’m no longer working on this project, but I’ll pass this along to who is.

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